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Arkolo retrieves an acid flask from his pack and then heaves it at the swarm...
Flask Throw! (+PBS, JJ): 1d20 + 6 + 1 + 1 ⇒ (12) + 6 + 1 + 1 = 20
Damage (+PBS): 1d6 + 1 ⇒ (3) + 1 = 4 +50% = 6 total?

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Ganem, you could apply the vermin repellent and get the flask of alchemist's fire out of your pack if you wanted to.
Arkolo!
Awesome...thx. Let's consider that his actions then.

GMG |

Ganem, moved you back to allow for a 5ft step instead of move action (move to get flask, standard to apply repellent)
I also see I forgot to roll spider damage last round..
Flint: 1d6 ⇒ 5
Brand: 1d6 ⇒ 3
Flint (this round): 1d6 ⇒ 6
Arkolo burns a lot of spiders while Ganem quickly applies his vermin repellent. The spiders don't seem to like the smell and crawl over Flint instead. In the next room the skeleton moves into the hallway and closes the door behind him.
Flint: again 2 fort saves: poison and distraction (DC11)
Initiative
Bless: +1 on attack rolls and saves vs fear (round 7)
Arkolo 15/24 hp
Brand 11/20 hp
Ganem
Aldy
Breelajah 13/26 hp, fatigued, poisoned (3 rnds), -4 STR, Fort save vs poison please
Flint 8/25 hp
- - -
Purple -25 hp
Swarm -6 hp
- - -

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Fortitude : 1d20 + 9 ⇒ (11) + 9 = 20
Fortitude : 1d20 + 9 ⇒ (10) + 9 = 19
Flint takes another step back, gathering a large chunk of rock into his hands. "Begone, vermin! "
Elemental Blast @ : 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

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Fort: 1d20 + 6 ⇒ (20) + 6 = 26 Whew. About time...
Bree struggles forward and pushes through the fatigue. He follows the skeleton to the door and then opens it.

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Ganem takes a step back and tosses the flask of alchemist's fire at the swarm of spiders.
Attack: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d6 ⇒ 4
"Yes!", he yells as he rummages through his bag for his other flask of alchemist's fire.

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Brand moves well away from the swarm of spiders.
Moving further away into the room closer to Bree, he pauses to take note of his wounds.....

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With the damage starting to pour into spider swarm, Arkolo abandons those nearest and chases after those who have followed the fleeing skeleton.
Double move

GMG |

Readied Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d10 + 3 ⇒ (9) + 3 = 12
Confirm Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 3 ⇒ (7) + 3 = 10
Bree opens the door and finds the skeleton waiting for him with sword held high! It descends, too quick to follow and hits Bree right in the face. He is unable to defend himself and goes down! Flint destroys the swarm while the others move into the next room.
Flint: again 2 fort saves: poison and distraction (DC11)
Initiative
Bless: +1 on attack rolls and saves vs fear (round 8)
Aldy
Ganem
Flint 8/25 hp
- - -
Purple -25 hp
- - -
Arkolo 15/24 hp
Brand 11/20 hp
Breelajah -9/26 hp, fatigued, dying, -4 STR
Ganem, the swarm was dead when you acted, so I moved you back to where you started and you can take a full round of actions
Flint, since skellie readied it moves in initiative order and you get another turn before it gets to go again.

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Because the swarm is dead, I don't need to take more fort saves, right?
Flint looks down at the fleeing spiders and squirms. "Icky creatures. Nothing a bit of earth can't fix." He grabs a tight hold on his leather armor and hustles to the doorway.

GMG |

The annoying skeleton closes the door again!
Remember that it is a move action to open a door.
Initiative
Bless: +1 on attack rolls and saves vs fear (round 9)
Aldy
Ganem
Flint 8/25 hp
Arkolo 15/24 hp
Brand 11/20 hp
Breelajah -9/26 hp, fatigued, dying, -4 STR
- - -
Purple -25 hp
- - -

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Aldy will hustle to Bree's limp body, retrieving a want from his wrist sheath as he goes.

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Flint hustles through the webbed room. He breathes heavily. "We're coming Bree, you angry man!"

GMG |

Aldy and Flint hustle forward
Remember that it is a move action to open a door.
Initiative
Bless: +1 on attack rolls and saves vs fear (round 9)
Ganem
Arkolo 15/24 hp
Brand 11/20 hp
- - -
Purple -25 hp
- - -
Aldy
Breelajah -10/26 hp, fatigued, dying, -4 STR
Flint 8/25 hp

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Brand opens the door and seeing the skeleton playing its game, tries to move forward to intercept it.

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Arkolo hastens around the corner and looses an arrow between his two team mates at the skeleton.
Fire! (+JJ+PBS): 1d20 + 7 + 1 + 1 ⇒ (14) + 7 + 1 + 1 = 23
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

GMG |

Arkolo, was that a standard or a blunt arrow?
The skeleton steps back and closes the door behind him.
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Confirm critical: 1d20 + 3 ⇒ (15) + 3 = 18
Additonal Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Remember that it is a move action to open a door.
Initiative
Bless: +1 on attack rolls and saves vs fear (round 9)
Ganem
Arkolo 15/24 hp
Brand 11/20 hp
Aldy
Breelajah -10/26 hp, fatigued, dying, -4 STR
Flint 8/25 hp
- - -
Purple -36 hp, might have less damage if Arkolo's arrow was a standard arrow
- - -

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Still Blunt arrows. Sorry forgot to mention that. They will all be blunt arrows vs this guy

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Aldy will tap Bree with his wand, stabilizing the bloodrager.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

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Flint moves forward, opening the door and... is dropped by a massive swing of the skeleton's sword! "Ack!" The dwarf drops to the ground, bleeding. The healing wand he told you about earlier pokes out of his backpack a little.
Status:
-5/25 HP
1 Non-lethal damage
Bleeding, Unconscious

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That's one scary skeleton.
Attack 1d20 + 6 ⇒ (20) + 6 = 261d10 + 3 ⇒ (9) + 3 = 12
Confirm crit 1d20 + 6 ⇒ (6) + 6 = 122d10 + 6 ⇒ (9, 7) + 6 = 22
Seeing the Motives of the skeleton, Brand attempts to move forward and blocks the door from being closed once more!!
His axe swinging hard, Brand sends his intent through his axe smashing into the walking bone heap!!!

GMG |

Brand brings the skeleton down!
staying in initiative to resolve bleeding out of Flint
Initiative
Ganem
Arkolo 15/24 hp
- - -
Next round
- - -
Breelajah -1/26 hp, fatigued, -4 STR
Flint -/25 hp, dying
Brand 11/20 hp
Aldy

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Arkolo rushes over to his fallen companion, grabs the wand and activates it.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

GMG |

Arkolo, moving and grabbing the wand are two move actions
Stabilize Flint: 1d20 + 5 - 5 ⇒ (8) + 5 - 5 = 8
Flint continues to bleed out, but fortunately Arkolo is there to stabilize him!
Out of initiative!
Status
Ganem
Arkolo 15/24 hp
Breelajah -1/26 hp, fatigued, -4 STR
Flint -2/25 hp
Brand 11/20 hp
Aldy

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Aldy will be happy to heal everyone up to full. If you have your own want, I shall use that, otherwise I am happy to share mine with the party. Feel free to roll your own healing under the assumption that Aldy is doing it.

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Ganem puts away the flask he was holding and pull out his wand.
"You guys look terrible. Who's first?"
I have a wand of cure light wounds too. If you character needs healing, then feel free to use the prerolled cure light wounds spells from the wand. Let me know how many you use (if any).
CLW #1: 1d8 + 1 ⇒ (8) + 1 = 9
CLW #2: 1d8 + 1 ⇒ (8) + 1 = 9
CLW #3: 1d8 + 1 ⇒ (8) + 1 = 9
CLW #4: 1d8 + 1 ⇒ (1) + 1 = 2
CLW #5: 1d8 + 1 ⇒ (1) + 1 = 2
Full house!

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CLW : 1d8 + 1 ⇒ (5) + 1 = 6
CLW : 1d8 + 1 ⇒ (2) + 1 = 3
CLW : 1d8 + 1 ⇒ (5) + 1 = 6
CLW : 1d8 + 1 ⇒ (4) + 1 = 5
CLW : 1d8 + 1 ⇒ (1) + 1 = 2
CLW : 1d8 + 1 ⇒ (7) + 1 = 8
Arkolo continues to tap Flint, until the dwarf stands and stretches out. "Those spider bites really do hurt, don't they? "
I'll leave Ganem's rolls for somebody else!

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I also have a wand but just to make the simpler I'll use Ganem's rolls for now. I need 3 of them.
Bree rolls over as the healing energy mends his wounds. He stands. "Well, that didn't go like I wanted. But I see that we survived. Where to now?"

GMG |

While mulling about Flint and Brand note unusual stonework marked on map.
You do a search of the room and the remains of the skeletons and find a magical belt and a potion, a flask of acid, and four small leather belt
pouches. One of the pouches contains 16 gp; another contains 25 gp and 12 sp. The third holds 77 gp and 8 sp, and the fourth contains a small emerald worth 50 gp and a pair of six-sided bone dice. The skeleton that ran away from you has a vial of silversheen and a spire transport token around his neck, and also a key on a fine chain.

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Aldy holds up the spire transport token.
Anyone know how to use this thing? Also, who wants a vial of acid? We might run into some more swarms. Anyways, if everyone is done bleeding, let's press on...
Aldy will take 10 disabling the trap door in the passage headed north for a 22.
Then he will go search the door and open / disable / unlock as necessary. Unless someone suggests another course of action.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28 +1 more for traps
Disable Devince: 1d20 + 12 ⇒ (14) + 12 = 26

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"I'll take that acid" Bree approaches Aldy and takes the vial. "I don't know anything about that thing." He looks at the strange token.
I don't remember what has already been described for these transport tokens. It has a rune carved on it, right?
He watches Aldy expertly disable the trap. "That's a good trick you know there. I'm glad you are here with us."
Ready to move into the new room Aldy unlocked.

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Ganem examines the token...
Knowledge (arcana): 1d20 + 6 ⇒ (11) + 6 = 17
He casts his mind out into time and space...searching for answers...
Using Knowledge of the Ages oracle revelation.
Knowledge (arcana): 1d20 + 6 + 3 ⇒ (9) + 6 + 3 = 18

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Was the trapdoor the funny stone?
Flint refuses the item, his hand up. "I have a hard enough time handling Mother earth. I've no need for more things to handle. " He then checks out the odd stonework before following Aldy. "Are you sure wayangs aren't a funny version of dwarves? You sure are good with this stuff! "

GMG |

Yep, weird stonework = trap
To use Spire transport, a character must do the following:
• Wear or carry a special transport token.
• Know the identifying rune or mark for the level he or she wishes to transport to.
• Use a free action to speak the name of the rune.
• Bring no more than one other creature along (this is the
only way a nonsentient or unconscious character can use
Spire transport).
Along with doing all of the above, after using the Spire transport, a character cannot use it again for 1 hour. Once the PCs discover the Spire column on each level and make a note of the identifying rune there, they can always return to that level by simply touching the Spire at any other point (say, at the surface) and teleporting directly there.
However, the PCs typically can’t Spire transport to a level they haven’t explored yet, because they don’t yet know the destination rune until they reach it physically first. The other component needed for a Spire transport is a transport token (see map)
Are you all happy with your positions on the map?
Aldy discovers a short passageway that the dwarves failed to notice earlier, but no additional traps.

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Arkolo casts "Detect Magic" on the dice they found... just in case. Then follows after the others taking up the rearguard.

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Flint steps up behind the group, looking down at the disabled trap with mild trembling. Be good, door.
Ready!

GMG |

The dice are not magical, Arkolo rolls them a few times and they come up with sixes every single time!
Will move the game forward this evening (CET)

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"I'll carry the token until someone else wants to use it or wishes to carry it instead." Brand offers.
Watching the magical dice, he's pretty sure those dice were meant for cheating. Standing at his position at the rear of the party, he stands ready.

GMG |

You ignore the rattle and open the door. This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extent and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.

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"Let me go down first." Brand offers.
"I have the ability to see in darkness and more importantly, I'm heavy and won't crush all of you if I should slip."